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/agdg/ - amateur game dev general

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Thread replies: 764
Thread images: 149

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Post progress.

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Next Game Jam will be...
SPACE themed. Jam starts July 14th. You can start early.
If you want to collab read this http://pastebin.com/NEPv0pPC

> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016

Previous thread: >>144777328

>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
Someone asked for gamedev videos in the last thread. >>144799957


I wish to add one of my favourites, since it will clear up a lot of confusion around Entity-Component Systems design.

Caves of Qud's data driven design talk from IRDC https://www.youtube.com/watch?v=U03XXzcThGU
>>
>>144839460
It sure does.
>>
i want to learn how to sing but i don't wanna use my vocal chords what do???
>>
>>144839646
give up.
>>
>>144839996
Either too slow or not enough is happening at once.
>>
Post with trip #rocket to join team rocket

Our game will win Space Jam!
>>
>>144838985
Every single person ever wants to do or make cool shit. The difference between people that are actually great and the average useless faggot is their will to actually make it happen

If you really want it, then stop hoping for shortcuts and saying "one day" and just do what you know you have to do.

Faggot.
>>
Didn't see the new, reposting from dead thread:

>>144838884
Sorry for the late reply!
Was replying to an email from Michiru Yamane's manager! :O

Haha, but no, really - I've figured out a lot of ways to filters and layers and MS Paint brushes to easily produce things in a very mechanical way. I'm sure a lot of it can be done by recipe!

>I hope you don't mind if I ask, but aren't you currently working on a specific project? Posting those logos on your tumblr has given me the feeling that you're part of some sort of indie team.
Yes, trying to make a Castlevania-like (metroidvania). I'm working with just one other guy, but we're setting up a small company and I'm going to try to work full-time on this for at least 6 months. Might fail horribly, but I don't really care about anything else in life, so it's worth it to me.

>I don't know how it'll make you feel, but I'm currently trying to create a cemetery with your gravestones and naked angels and skellingtons and walls which you've posted on your tumblr. After some digging I've found some which scale and scroll well. Pls don't sue me. ;_;
Man, that's just extremely flattering! Please use it for anything (as long as you don't sell it without asking me first).
Would also really like to see what you produce with it!
>>
>>144839996
you've been posting this same sprite for days

now you've made an "idle animation" that basically involves selecting half your sprite and dragging it down 1 pixel, repeatedly

i'm not trying to be a dick or anything, but:

- giving feedback on this sprite without context is hard/pointless (i.e. what environment will it be in? what do the other characters/enemies/etc look like?)
- you don't need to come running back here after every minor thing you do - try experimenting on your own and once you have something *you* like, post it here
>>
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>rewrite ladder code
>now it actually works, it supports moving around freely, and moving ladders
Holy fuck, that took longer than it should, although a bit of the time spent was making moving ladders work.

Now I've just got to figure out why the variables won't set in the fucking creation code, holy shit.
>>
>>144839996
The sprite is really small so is not going to be easy to make subtle movements for it, like the ones you want for a idle stance. You'll need to learn about sub-pixel animation to convey that effect.
It seems difficult first, but once you catch it you will have great results.
http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/
>>
>>144840308
Alright, sorry for spamming. I'm just new at this and I can't tell if I'm doing good or not.
>>
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How do I into physics?
>>
>>144840265
>Catlevania-like
Yeah, that's why your work has stolen my hearth right from the beginning. I hope you'll finish it! Michiru Yamane – I wish I would have a reaction image to this.

>produce things in a very mechanical way
Even if that's true, don't worry. Look at what >>144840171 said. Not everyone has the will to do it, no matter how easy it'll become after practicing it for some time. Even if they do learn how to do it, it doesn't mean that they actually like doing it, so they still rather let someone else work on the art if they can. So don't worry, you'll always have a job.

>see what you produce with it
Thanks for being okay with this, I'll post when I've made some progress.
>>
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It took a lot longer than I thought but I figured out the general pipeline for adding new enemies. It's still pretty obnoxious and I think I can make it better somehow, though I'm not sure yet. I couldn't find a way to store animations as variables for blueprints, so I have to copy/paste the anim graph for every enemy, which will be terrible if I ever need to change it. I think there's a way to do it in C++ but that seemed hard for now.

I also wasted like 2 hours trying to figure out why my attack/death code wasn't working. It turns out the code was fine, but apparently it relies on the enemy have a physics actor. Once I added them, everything worked fine.

Still not sure how to sync the walk animation and movement speed. I have a movement speed I want, so I'm trying to scale the animation speed to match, but it's mostly just guess/check.
>>
>>144840347
>that took longer than it should
The things which seems to be the easiest ends up to be the hardest to implement. Or at least this is always the case for me.
>>
>>144841262
Really motivating stuff! Thanks!

>So don't worry, you'll always have a job.
Ha ha, well, I'll give the tutorial stuff a go next month, then. I have a bunch of simple tricks lined up which should make for easy-to-follow short tutorials.

>Thanks for being okay with this, I'll post when I've made some progress.
Looking forward to it!

Got to go now, so replies after this one will probably be pretty late.
>>
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2 hours of reading legal advice later, we're getting somewhere. Thank god for built-in noise function, becausse i can't understand it at all.
>>
>>144841354
Honestly, I'm just happy I got it finished, because I've essentially finished the basics for one of my gameplay features which is climbing onto monsters DD/SotC style.

Now I've just got to figure out that last part. I have no idea what's going on with that, and it's annoying me that I can't change it so that each platform can have different speeds etc.
>>
>>144841241
Looks perfect like this.
>>
How often should I update my game online?
I believe I managed to fix all the bugs people reported, and improved the main mechanics. Still wanna test it for a while before uploading it though, but I'm curious if an update like that would be worth the download, or uf I should add new content before releasing it.
>>
>>144839646
Only sings songs written solely from Consonants which don't require vocal cords to pronounce
>>
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Post inspiration for space jam
>>
>>144841241
It's colliding with itself.
If you didn't realize.
>>
>>144842831

So that's what kids call masturbation nowadays
>>
>>144841921
I think you might want to move away from the noise function.

http://www.screenshotcomparison.com/comparison/175174
>>
>>144841241
Can you imagine going to a zoo and watching the rhinos do exactly that?
>>
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>had a 10/10 idea for a game
>not even dreaming big, it could get a 100k kickstarter at least with the right presentation
>can't fucking draw at all
>the game would require incredibly complex code; and would probably have to be done in a low-level language to compensate for the processor usage
>confident that I could do it code-wise, though I can't use C and it would be a humongous pain in the ass
>would also need really great sprite artists and animators
>don't want to share the idea because it's so good

Just fucking kill me please. Either that or recommend me a platform/language that can make a theme-hospital-esque game without much difficulty GUI-wise while also not being hugely processor intense.
>>
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>>144843063
I know about that, that's because the "seed" is just a pseudorandom float, i will be updating on that later. The function itself is fine.

More terrain!
>>
>wake up 8:00am
>decide to just have a fap because devving
>finally finish
>it's 11:30am
Fuck.
I guess I'l just have another before I go make dinner.
>>
>>144843162
>not dreaming big
>incapable of doing either the art or the coding
>confident about doing code but can't code
whew brah, that's some mighty delusion you've got there
>>
>>144843162
>confident that I could do it code-wise
>though I can't use C
>it would be a humongous pain in the ass
Sounds like you couldn't m8.
>Theme park game
RPGmaker
>>
>huion graphic tablet with screen connects through 1.1 usb
okay, what's the trick there?
>>
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Blinking implemented. I can say my game is now complete.
>>
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>Oh man, I know so much more about SFML and game programming now!
>Better start a project of my own and used what I learn to make arkanoid clone!
>The only progress I've made is make a couple of header files
>>
>>144794036
Anon no
I like your game. The gameplay looks fun and unique.
You don't need a story, you just need nice levels. Do you need help for those?
I believe in you.

>>144802787
Ideally, a finished game should get into the website's "completed AGDG games", as a sort of consecration.

>>144825461
Holy fuck this looks exciting. How do you make placeholders look so good, that's some witchcraft right here.
>>
>>144843441

dude. take a few days off from devving and come back later to implement some proper particles.
>>
>>144841241
Damn he looks very angry
>>
>>144843274
>>144843398
I know my limitations and abilities, I've used C and languages like it before, it's just that coding an actual game from the ground up in one would, as I said, be a gigantic pain in the ass.
>RPGmaker
I have no idea if RPGmaker even supports this, but if it does, I'm sure that it's still probably too slow.
>>
>>144843441
Bunny a qt
>>
>>144843678
Juicing will come last. I have to implement gameplay first. Yes, blinking is gamepay
>>
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hard work and guts
>>
>>144843823
What kind of idea could ask for so much power? A shit ton of objects? Super detailed 3D models? Or a better question would be: Why can't you think about optimizing properly? or use a lot of tricks to make it less resource intensive?
>>
>>144844151
+no AA
+mega jaggies
>>
>>144744902
So, I take it, noone would be interested in this?
>>
>>144844189
>implying the alias and jaggies aren't the best part
>>
>>144843162
>it could get a 100k kickstarter at least with the right presentation
>don't want to share the idea because it's so good
That doesn't make sense at all.

>Copyright the idea
>Save money
>get the right presentation
>Kickstart the idea and ask more than 100k
>Use the money to pay the coders, artists, and animators
>If someone tries to steal your money start legal actions and get even more money.
>>
>>144844359
Try adding a cute girl
>>
>>144843431
>USB:
>USB was designed to standardize the connection of computer peripherals (including keyboards, pointing devices, digital cameras, printers, portable media players, disk drives and network adapters) to personal computers, both to communicate and to supply electric power.
It can transmit data no problem. Just check if the tablet is intended for USB 3.0 use or not.

The trick could be that it has a slow refreshrate.
5000LPI on a 10'x6.25' screen is 312500 pixels.
312500*24 bits =7500000bits (RGB, you won't do alpha blending on the tablet)
USB 2.0 transfers at a maximum of 480Mbps
7.5 megabits
So the maximum refreshrate of that tablet is 64hz (64fps) over USB 2.0 unless they're doing some videocomrpession (which they very well could). And that's ignoring the computer-pen communication (though that's rather insignificant).

It's plausible. I assumed you were thinking of this tablet:
https://www.huiontablet.com/huion-h610pro.html
>>
>>144843162
>had a 10/10 idea for a game
>would also need really great sprite artists and animators
>2D game
kek
>>
>>144844184
because the type of person who thinks you need to use C to make an optimized game, and refers to language choice rather than architecture as a limitation or concern, has little to no idea what they're talking about
>>
>>144843823
>I have no idea if RPGmaker even supports this, but if it does, I'm sure that it's still probably too slow.
Anon you're keeping your idea secret. And I doubt you have any clue about how much a computer can churn through.

Also you said it's 2D. So the rendering isn't really an issue.
>>
>>144844509
Well, obviously, if it's part visual novel it's going to have some cute girls in it. You'd just have to live with them being ascii art.
>>
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>>144843162
>Anon has this amazing project that he doesn't even want to risk sharing any details of
Keep going anon. Write a game design document and find funding to complete this amazing project.
>>
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>>144828000
1. There isn't enough contrast between your shades of red/yellow/white.
It's like your using just 1 shade of red/yellow/white, you need to brighten the bright colors and darken the dark colors.
2. Use hue shifting. See pic related. It'll look better than uniform red/yellow/grey.
3. Debatable point: I think your colors are too bright. Tone down the intensity slightly.
4. There's a lone, raised pixel at the top of the picture. It hints at something ugly: Your sprite isn't symmetrical around the middle.
5. Lighting doesn't make sense. It's like a sort of pillow shading, where you added some extra pixels here and there to make sure no one would notice.
6. Some of your lines are weird. You know when you've got a line of 2x1 pixels, and then suddenly there's a 1x1 in the middle? Yeah, that. It looks ugly. Also, square corners. These are no good. (Right next to the thrusters.)

You tried, and that's great. I can post a slightly improved version of your ship later if you'd like. Do you need any clarifications on anything?
>>
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Is there any way to layer animations or something in blender? I want to create nice followthrough and overlapping action, but getting them to loop is hard. (So something like pic related, where I would like to animate the tail and walking seperately
>>
>>144844184
>>144844707
>>144844724
I'll admit, I actually don't have much of an idea as to how much power it would actually require, but I DO know that dwarf fortress regularly gives slowdown, and that this game would be something like it (although admittedly without the environmental simulations such as water shit). Essentially, you manage an area with up to 200+ characters on it, all of which need thier own AI and pathfinding, etc. They aren't sheep either, they have different personalities and needs and build friend/relationships, so the decicion trees could get pretty complex.

>>144844504
Not sure how well it would work, especially considering how vague the idea is.

>>144844654
Its isometric.
>>
>>144845415
But would it be fun?
>>
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>>144842682
>>
>>144845415
>but I DO know that dwarf fortress regularly gives slowdown
That's because Dwarf fortress wasn't designed with that in mind. And there's been no real effort to
https://news.ycombinator.com/item?id=8075717

>200+
That's a really small number anon. Call me back when you have 1 million _at least_.
>all of which need thier own AI and pathfinding
Depends on the depth of the pathfinding. There's plenty of algorithms that allow you to navigate such a small number of entities efficiently. I doubt it'd even be a performance concern but you could do a vector field pathfinder in conjunction with waypoints.
https://www.youtube.com/watch?v=Bspb9g9nTto
>personalities
Response based or is it important that they evaluate their options every tick?
>decision trees
That'd be a terrible implementation.

So how many pages of ideas do you have so far? I'm assuming you're smart enough to not assume that every idea you attempt will be good.
>>
okay idea guys
give me your ideas, so that i can make them and then not credit you
>>
>>144846079
someone already stole my idea
https://www.youtube.com/watch?v=bSGfSl2XMAc
>>
>>144845663
Incredibly, even if you don't have autism.

>>144845819
I don't think the pathfinding would be horribly complex, it's an isometric game and you build the layout of the area yourself, though I'm on the fence about whether or not friendly units can freely move over one another or not. I guess they'd pretty much have to out of combat, but it might be jarring when they suddenly can't in the middle of fights.
>Response based or is it important that they evaluate their options every tick?
They certainly wouldn't need to evaluate things every single tick, I know that much at least.

>So how many pages of ideas do you have so far? I'm assuming you're smart enough to not assume that every idea you attempt will be good.
I've got enough shit in my head to write tens of thousands of words, and I say that as someone who's done just that for other game ideas. I've thought about it a lot but I'm a little hesitant to put pen to paper, as again, I'm still heavily considering the feasibility of everything.
>>
>>144845415
>200+ characters
>own AI and pathfinding
> have different personalities and needs and....
assuming all will be running in the same scene... good luck with that
maybe wait until quantom cpus are the norm?
or make it pixel art, maybe incredibly lowpoly.
>>
>>144846208
>I'm still heavily considering the feasibility of everything.
Sounds like a great time to put it into text.
>>
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>>144844986
>suttle

Good info for newbies though.
>>
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>>144845387
There definitively is, check out the NLA editor, never used it myself but i'm very sure there is something built in to overlap actions, but haven't done it myself so can't to much more than direct you to google.
>>
>>144846079
Platformer/survival kinda of game, a girl has to survive all atempts against her life by people surrounding her.
She will be drawn with your tipical indishiet graphics style, rectangular body, long head, 1 pixel thick arms and legs. All the enemies look like balls with small heads, hands and feet. As you progress in the game all the other characters will look more and more normal until they have perfect human anatomy and proportions, Main character is drawn always on indishie style because she is anorexic and is starving herself to death, turns all the enemies are her family and doctors trying to save her.. The internet will fucking love it.
>>
>>144846586
how many hours does it take to make something like that? modeling + anim (+ texturing?)
>>
>>144846629
can I have your permission to steal your idea?
>>
>>144846746
Only if you promise to show me you progress.
>>
>>144846306
>do that
>end up putting pages of effort into something that will never get made

Not really.
>>
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>>144841241
>>144842831
I made it better.
>>
>>144847114
>mondaymorning.webm
>>
>>144847114
I can almost see the pain in its eyes
>>
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>>144846676
The skull took maybe 3 hours for me to modell as I'm inexperienced, and fucking unwrapping it was a nightmare, but I reuse the skull everywhere. The legs took maybe 10 minutes, and that animation maybe 20 minutes. Been fiddling with blender on and off for a year though. As for texturing it depends. I mostly use substance painter with my tablet, which essentially means I most of the time only have to fiddle around with some settings and then clean up the seams. The skull in this picture took maybe 30-40 min texturing using that method.

Its all about training, can easily say that since I started devving the past 2 months my speed for modelling and animation has doubled. So i'd say I can easily finnish most enemies I'm planning to do in 6 hours (the modelling, wrapping, rigging + animations and textures). Then implementing them in game I'm still unsure of, probably also around 6 hours.

>>144847114
Nice bro! Try fiddling with having more than one collision box per bone to make it deflate less.
>>
>>144841342
playable demo when?
>>
>>144839460
Just saw that pyxel edit was added to the website, good work lad
>>
>>144846830
hard to decide lol
okay then, will post here if I set my mind to it, but I am changing the concept a bit.
>>
>>144847773
Sure!
>>
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Improved event handling, can spawn shadows and play sounds of objects that aren't actually there and do that only for selected units. Can use that for a paranoia debuff.
>>
>>144848137
Nice mechanic.
>>
>>144847114
me irl
>>
>>144848137
Since you decided to turn the player into an american, i suggest you retile your maps with reinforced tiles.
>>
>>144831467
Would make for a good "bop" with a club animation. Save it for when you make a mace.
Sword needs to SLASH. Sideways.
>>
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>>144828000
>>144844986
Not either of these anons, but I was fucking around with this just cause
>>
>>144843630
Not only I need help for the level design, but I need help to get back to work. Since I have no idea how to make a goal for my game, I have no goal for making it... (I don't know if that makes sens)
>>
>>144847114
Hide the colliders and add the AGDG logo pls.
>>
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>>144848730
>did a bunch of editing
>didn't save it before uploading

well I'm dumb
>>
>>144848851
I thought it was a guy in a tracksuit dual wielding pistols at first glance
>>
So decided to build a game, too. A local couch multiplayer game because that means I don't have to create as much content as for a single player game. Also I have friends over for gaming all the time.

But it's so much work... According to github I've written 3000 lines of code but it's barely playable yet. Also doing coding and graphics and sounds... It's just so slow.

I'm already thinking about quitting again...
>>
Which is official code documentation always trash?
>need to learn about some csharp feature
>look at the microsoft manual
>simple example is like 200 line of code implementing advanced completely useless other features
>have no fucking idea what they even mean by that
>look at some tutorial website
>feature explained perfectly with 10 line example and i understand it completely after reading it once
>>
I'm trying to find a sprite sheet with the character in a top-down perspective with more than 3 frames for their walking animation. Can anyone help me out? Closest I could find was Minish Cap sprites but I need something a bit different.
>>
>>144847048
>>144848909
I never understood people who whine about how much time they have spent or have to spend on something without any results.

If you want to work more efficiency then plan ahead, learn to manage your time and resources etc. There's a reason why good management is important to a company nowadays. Other than this, as the saying goes, just do it. Really. If you do it enough, by the 5th or 6th game you'll be making, you'll go trough these issues like a breeze. Experience is the key.

Other than this, it just doesn't make any sense. Everything in life is fucking worthless and meaningless. We do everything just to kill some boredom until it ends. Just have fun. You waste nothing since there's nothing to be wasted.

Cheer up, you fucks.

https://www.youtube.com/watch?v=8R06ODEJkcE
>>
>>144849574
MS's docs are top tier for being shitty and confusing. That's not really typical from what I've seen.
>>
https://www.youtube.com/watch?v=jmEAYVKDymk
>>
>>144848909
3000 isn't even that much.
>>
>>144849606
You mean true top down like Hot Line Miami, or tilted top down like the Zelda games?

I know that opengameart.org is a mixed bag, but if you have the right search words, you can actually find some very useful and good stuff.

Other than that, have you been on this site: http://www.spriters-resource.com/ ?
>>
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>>144845795
Why are spaceships so fucking cool?
>>
>>144849856
>3000 friggin lines
>not that much
Kill me
>>
>>144849979
Tilted like the Zelda games, I've been looking through spriters resource for a while now but can only find really basic walking animations

Thanks for the link to opengameart, I'll check it out
>>
>>144850105
The first game I ever wrote was a binding of isaac clone thing without items in OpenGL and it was around 27000 lines of codes with only 7 types of enemies and 2 bosses.
>>
>>144848558
What
>>
>>144850105
I mean that's a good chunk, but that's like 50 man-hours worth of work maybe. You make it sound like you've been working on it forever.
>>
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>>144850091
>>
>>144849760
The bigger the corporation, the worse their docs are.
Like microsoft is a fucking master at describing something with million fancy words and telling you fucking nothing about it in reality
>>
>>144850194
I was thinking and I've remembered that Kenney's assets have pretty detailed animations.
http://kenney.nl/

They are not my taste, but I suppose they are perfect for placeholders. They are free if you download them individually, but you can buy the whole stuff in one pack.
>>
>>144849574
SDL2/SFML's documentation are good
>>
>>144850243
Don't worry about it, scholars 50 years from now will be laughing at that joke.
>>
>>144849574
Oracle's docs are amazingly good. Or at least I had no problem with the Java and the SQL documentation so far.
>>
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what do you think of this palette
>>
>>144850881
Too cheerful needs more dark and depressing colors
>>
>>144850881
Could be more color efficient
>>
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>>144850881


>not using a superior retro palette
>>
>tfw ull never make music for a cute 2d space station game
>>
You know unreal is extremely convenient to work with and I really enjoy it.

but holy fuck it crashes at the drop of hat it's actually incredible.
>>
>>144851281
>cute 2d space station game
Is that even a thing? Like a genre?
>>
>>144851101
>jpg
>>
>>144851381
FTL

(ive been compared to the ftl ost btw)
>>
>>144851425
Ah, I see.
>>
>tfw deving 14 hours/day and it still moves forwards so fucking slow it's madening
>tfw once i'm out of school in a year of so i'm fucked because with like 2 hours per day of deving and some more on weekens it will literary take the rest of my life to finish
>>
>>144851941
What game?
>>
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I'm new to pixel art and I'm trying to come up with a style that is easy for programmer art and won't slow my game down too much.

Obviously I'm ripping off a certain other game's style here, but is this kind of thing okay?
>>
>>144852453
>single pixel limbs
No, this is not okay.
>>
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>>144850445
>>
>>144852453
pixel limb games live or die on their animation

come back after you've drawn a walk cycle
>>
>>144852509
>>144852629

noted, thanks guys.
>>
Hey guys if anyone will know this you lot prob will.

I wanted to make a text adventure that revolves around a schooling/class system inwhich the player learns spells and magic in order to fight monsters.
But I wanted/needed a DD/MM/YY System so I could have various demons come out at night/midnight and to make themed spells potent in their seasons, like Fire magic being strongest during summer but weakest during winter.
However the only programmes I've found that even have a free script/code are Quest and QSP. QSP which is Russian.

I know enough to loosely edit established code but not write my own, not that I'm not willing to learn it. I'm more interested in writing out characters and trying to make a tree of progression for said characters to evolve.
Its just for fun on the side, not srs biznis.

Whats the best program/tutorials/resources/etc
if anyone could help I would greatly appreciate it.
>>
>>144852453
Could use some more detail. Torso looks really flat.

But the color choice is nice at least.
>>
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>>144852512
I guess nobody's hype for space jam.
>>
>>144849680
That was really good.
But cutting it short really didn't make it as good:
https://www.youtube.com/watch?v=jxepnIG1yQQ
Damn it anon. I wish I had found this at the source.
>>
>>144852840

Yeah good point. One issue I have here is when I've looked at similar art, the detail almost just seems like random dots.

I guess I should look at adding more accessories or buttons or lights or something.
>>
>>144853035
there was one space game dev here, but haven't seen him post in a while
>>
>>144852825
Not familiar with Quest or QSP at all. What language they use?
Because you could easilly use 3 variables for that, one for day, one for month and one for year. and just update day value with a timer, then when DD reach 28/29/30/31 add one to MM and reset it, same for MM and YYYY
>>
>>144847114
Anon your collision model was likely fine if you just decide that it shouldn't collide with itself.
No offense but I hope this isn't the kind of shit non-engies seriously consider solutions. I appreciate the joke but I worry a lot.
>>
>>144850091
>>144850445
>>144852512
>>144853035
>tfw programmer
>won't make a game that makes justice to all the awesome space art artists can make in the collab
I'm a bit worried..
>>
>>144853278
DO IT
Collab jam exists for things like this.
>>
>>144848891
That's the only way I can see it.
>>
>>144852825
>But I wanted/needed a DD/MM/YY System so I could have various demons come out at night/midnight and to make themed spells potent in their seasons,
that is so easy it's a joke, literally one line date check
>>
>>144852825
I would recommend keeping your head out of the code for now, since it sounds like your not ready.
Take all your ideas and turn the into an organized document, something that is extreamly fleshed out and covers every aspect of the game.
Then once you have that, you may find it easier (and absolutely necessary) to get into code.
>>
How do you guys do sketches for your 2d animations? I was thinking about printing off boxes with graph lines and then scanning them in and putting pixels over them. Anyone else do something like this?
>>
>>144853048
I wasn't aware that there's a full version. Thanks for sharing!
>>
>>144852825
You can just ask us if you want something anon. What language/engine is it?
>>
>>144853465
By fukken drawing them on the computer.
>>
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>>144842682
>>
So for the records how many artists do we have in the collab?
I don't mind coding even a simple platformer as long as some artist can draw and animate its cute things.
>>
>>144853395
Yeah, coding is an alien language at the moment, and I haven't used any of the programs yet. I was just wondering if there was an easier way with limited knowledge. Which seems there isn't :(
>>
>>144853761
>I was just wondering if there was an easier way with limited knowledge.
You can learn how to learn on the fly.
>>
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>>144853689
How long will Space Jam be anyway?
Should it be shorter than average since 2-3 people will work on the same project? Or should it be longer since there may be unexpected problems with collaborating wit other anons?
>>
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https://twitter.com/CROSSxBEATS/status/740505482562031616

h a p p y
>>
>>144854065
Noice
>>
>>144854065
Omedetou, senpai.
>>
>>144843441
blinking looks too regimented
it should blink at random intervals between say 4-7 seconds
im sure you were already planning to fix. it looks really nice. good progress
>>
is it normal that recently i started being aware in my dreams to the point where i just want to fall asleep again and live a better life for a while
>>
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>>144853996
>>
Is anyone preparing for spacejam in any way? Should I just learn an engine artists are likely to know?
>>144843441
You have to make it less regular, faster and more random.
>>
>>144853996
Doesn't really mater, people here hate collabing and collab jam was retarded idea to begin with.
>>
>>144854065
uhhhh
What?
>>
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>>144853996
we are planning on holding it for 2 weeks
that is the general consensus which i believe is the average period of time for a jam.
i think 2 weeks is good for teams of 2-3 to get to know each other, hash out an idea and work on it together while having fun on it
>>
>>144854372
>people here hate collabing
I love collabing and Im here and Im a person
>>
>>144854459
I meant to say true devs, not some edgelord unity babbies.
>>
>>144854372
>people here hate collabing
Says you.
>>
>>144854451
2 weeks is 2 short imhno
>>
>>144854348
Currently she blinks ever 2 to 5 seconds. I'm going to make it so there's a chance she'll blink twice in a row but I wouldn't know how to make it more random.
Anyway I don't think it will be as noticeable when I implement other dance moves and animations.
>>
What should I buy next guys

>graphics tablet
>kindle to read game dev and art books on

I'm poor so only 1
>>
>>144854565
Meant less often actually.
>>
>>144854640
Right. I'll look into it later today. Thanks for the feedback by the way.
>>
>>144854617
What stuff do you own right now?
>>
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>>144854562
I see
its not exactly concrete but from what I understood, two weeks was the norm
should it be longer? we can always deliberate as a thread and extend it. im open to feedback
>>
>>144854617
Both sound like a waste of money. Tablet is only useful for certain graphic styles (like binding of isaac) or concept art and you can read ebooks on your computer

Save that money nigger
>>
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Are these animations good enough? I'm trying to get them right so that I don't need to adjust them later, because I'll be adding more weapons and stuff and I don't want to be re-doing all weapon sprites later.
>>
>>144854414
Capcom's CROSSxBEATS is having a special event to celebrate the arcade version release, /agdg/ regular musicbro in it with the main unlockable prize track
>>
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>>144854754
I like this UI
>>
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>>144854750
>certain graphic styles
>binding of issac
But it's literally flash using primitive shapes.
How does a tablet even help this?
>>
>>144854747
No offense but how old are you and where are you from? You type like a kid/non English native or both.

>>144854807
Wow that's pretty fucking cool.
>>
>>144854617
cant really do art without a tablet, so get that first.
Kindles are pretty crap for reading text books on too i think.
>>
>>144854754
looks good lad
>>
>>144854807
who is this musicbro?
post his stuff
>>
>>144854873
>cant really do art without a tablet
OBJECTION!
>>
>>144854851
Exactly.
>>
>>144854896
Cavern Kings, XenoRaptor, did stuff for TRIGGER too
https://soundcloud.com/ryunocore
>>
>>144854861
I'm not sure how you got that impression of me.
>>
>>144854952
Where's your art?
>>
>>144853760
>0 reply
I see.
>>
>>144854830
Thanks. My artbro is pretty good.

>>144854878
Thanks. I'm just bit worried about the crouch attack. I feel like I cant get it just right.
>>
>>144854754
Not really, but you make up for it with fun.
>>
>>144855064
Missing capitalization, missing punctuation, stuff like that. I'm sorry if I sounded rude, it's just the impression I got.
>>
>>144855061
>Brazillian
I swear they're gonna take over the entire game industry if the rest of us don't get our shit together.
Not even meming. They're huge.
>>
>>144855108
Any tips for improving them?
>>
>>144855070
NICE MEME
>>
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>>144854851
>he confused simple clean style with easy
>>
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Got a problem here, with Unity.

To draw the edges of an object I use a second camera with Edge Detections on. And I switch any object to that camera through Layers when they're Mouseovered.

How do I adjust the distance at which the object is mouseover-ed ?
>>
>>144855084
Most people said they could do some art or were okay at art. There were a bunch that are strong artists as well.
I'll count them later
>>
>>144854957
>>144855286
Wait are you people retarded? The guy said "it's only useful for certain graphics styles". And gave an example. An example which was made using Flash. A program where you do vector graphics and a game that almost entirely consists of circles and rounded boxes. I don't see how a graphics tablet is particularly useful for rounded boxes and circles..
>>
>>144855480
I'm not sure what all this is (because you're using very unity specific words) but if you want the closest object to be highlighted just raycast from the camera and select that object?
>>
>>144855217
Not him but what i would do is add 1 or two extra frames before you start the swinging attack. Your sword looks so big and cool but also seems kind of weightless. Adding 2 more frames of the character preparing for the swing would up the juice on those animations imo.
>>
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>>
>>144855762
whats that manga called?
>>
>>144855762
>a game that anyone regardless of personal experience can play and enjoy to the fullest
Sounds pretty casual
>>
>>144855762
so a porn game?
>>
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>>144855592
How many said they were OK or strong at programming?
How many were hopelessly insecure in their abilities?

>>144855217
This.
>>144855689
Look at this gif particularly the animation when she's on the left swinging at the guy on the right. Your animation is at complete standstill instead of moving incredibly slowly.
>>
>>144855812
Not Lives
It's about this guy who ends up playing a sort of alternate reality video game where his avatar is a girl
it's pretty bad imo
>>
>>144851281
I kinda want to make a cute 2D space station game for spacejam now.

>>144853048
Holy fuck that ending. I didn't see it coming. Not sure what message to take from this

>>144854754
The animations may be a little too fast.
>>
>>144855762
>manga artist appeals to a wide audience
There's nobody here who wants everyone to enjoy their game I hope.
>>
>>144855927
Id be satisfied if I could enjoy my own game
>>
>>144855909
I hope it will have cute girls in space. Otherwise I'm not playing it, sorry.
>>
>>144855851
There was a wide variance but i'd say the split between strong artists and strong programmers was about 40 : 60
I guess a few were insecure with their ability but that's fine. I'm not gonna put them with the hardcore engine dev who only wants to work with people who are equal to him in skill.
>>
>>144855286
i want to fuck them both and I am not even kidding.
>>
>>144856036
You're a sick sick man/woman..
>>
>>144856074
yes it's true. I am pretty fucked up inside ( ._.)
>>
>>144855605
pressure sensivity
>>
I've decided to swallow my pride and learn Gamemaker.

Where should I start if I'm not retarded? Is there a 'moving to gamemaker from engine dev' guide?
>>
>>144857468
Why don't you choose a good engine first?
>>
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>>144857468
start by making games
then you make more complex games

once you git gud with game maker and GML (what a waste of learning) you can try and make shit like this
>>
>>144857846
>>144857848
I'm afraid I'l need it for the collab.
Should I go to unity instead?
>>
>>144857468
Check the last archived thread anon. Im considering switching from monogame to gms and an anon linked me a very cool tutorial series that apparently is going to teach me how you can have complete control over all the code and not have to deal with magic numbers or anything. Ill try and find the link.
>>
>>144857468
If you were doing engine dev, you can probably skip all the youtube tutorials.

Start with the GML reference: http://docs.yoyogames.com/source/dadiospice/002_reference/

Look through GML overview to learn the basic language syntax/features, then look through the rest to learn the API. You should probably keep the reference open while you work (I still use it all the time since to look up function names / arguments).

After that, just try to make a basic game like Pong or something. The rest of GM is pretty straightforward. You can do 99% of everything you need just with the step (i.e. game tick) and draw (i.e. where you can use the drawing API functions to put stuff on the screen) events. Click the "control" tab on the right of the object window when you're in an event and drag in the "code" or "script" action (those are the only two actions you'll ever need).
>>
>>144857991
That sounds great anon.
>>
>>144857941
depends what your asset making process is and how well you know the codebase.

game maker runs better on my shitty pc, although I myself've trended towards webgl (carmack have mercy)

just be prepared for a clusterfuck of a language if you go into game maker. the shit I pulled off above took a variety of sneaky tricks
>>
>>144839963
No problem.
People obsess over webm and forget what we used to do.
>>
>>144857941
Unity is just as bad.
But if you're doing this for the collab only then I guess it doesn't really matter since Unity and GMS are the most popular choices, so you'll probably find someone to work with.
Just be prepared to know that everything you're about to do is a waste of time.
>>
>>144858201
Is LICEcap better than http://blog.bahraniapps.com/gifcam/ ?
>>
>>144858076
Found it https://www.youtube.com/user/999Greyfox/playlists
>>
>>144858346
gifcam's overkill
>>
I don't get it. Why do people in here think that Gamemaker is hard to learn? Out of all engines, seriously.

>>144858293
Just because you're a nodev who don't know how to have fun doesn't mean that you have to drag everyone else down your level.
>>
>>144858412
useful scripts (save as .gml file, import into editor):

#define clamp
return min(max(argument1, argument0), argument2);

#define tern
// ternary function, tern(conditional, true return, false return)
if (argument0) return argument1; return argument2;
>>
>>144858483
It's not hard to learn. No one ever said it's hard to learn. It's a shitty engine is all.
>>
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>>144857991
>>144858076
Was it this?
https://www.youtube.com/user/999Greyfox/playlists
>>144858062
Thanks maybe that will be better than youtube tutorials. But what I really want is just an introduction to what the intended way you're supposed to work with it is.

Some frameworks just let you add entities that inherit from an actor/entity class to the world and all the calling happens on the framework end.
But I have no insight into gamemaker so I just don't have any idea of where to go.
>>144858293
>waste of time
Well there's plenty of gameplay code and ideas to implement that doesn't really
>>144858412
Thanks
>>144858346
I dunno anon. If you can film while resizing in gifcam it's better. Licecap is rather efficient. It doesn't produce the smallest gifs possible.
>>144858483
>Gamemaker is hard to learn
Not sure anyone has said this. But it's very difficult to learn an entire engine quickly becuase they're not small things. Regardless of what the engine is. Unless it's stupid simple like XNA. XNA is just one class with a few functions you override and then.
>>144858561
>#define
Why not "clamp(val, min, max)"?
>#define tern
Yeah that's convenient.
>>
>>144855480
nvm fixed it
>>
>>144858812
What did you fix? What was wrong?
>>
>>144858483
it's not hard, it's just counterintuitive, for example: what retard decided to half-implement OOP patterns?

>>144858689
>why not ...
welcome to the joys of gamemaker, where the equivalent of javascript's chromosome deficient estranged cousin is given carte blanche over your productive efforts

here's a .zip with my gm8 files (screw gm:s, could never be bothered to update). good luck with backwards compatibility! filedropper / gm8isometricshit
>>
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>>144858853
Fixed the fact that no matter the distance the edges appeared.
Now the edges appear only when I'm at a grab distance.
>>
>>144858948
Are you telling me they don't even keep their math utilities consistent? clamp is a function in the reference.
Is it actually more futureproof to define stuff?
>>
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>>144859013
>that indentation
>>
>>144859050
as you guessed I really am a beginner, what's wrong with my indentation?
it works
>>
>>144859139
>what's wrong with my indentation?
You must be blind, right? Even a beginner should see how ugly that is.
>>
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>>144859036
about time they included a clamp function! for a decade it wasn't there. no need to futureproof unless you're updating your binaries, but the math utilities are strange to say the least.

for example, say you want the dX and dY values of a 2D ray cast at angle theta, you'd implement
dX = L * cos(theta); dy = L * sin(theta);

GM's implementation of cos and sin are laughably inefficient to the point that they native'd it to functions lengthdir_x and lengthdir_y:
dx = lengthdir_x(L, theta);
dy = lengthdir_y(L, theta);

although if they threw in clamp() since the last time I looked, you never know...
>>
>>144859139
Yes it compiles, but it's messy and makes shit harder to quickly parse. Not to mention it will make people laugh unendingly at you when you post code.
>>
>>144858689
>But what I really want is just an introduction to what the intended way you're supposed to work with it is.

Well, there's very little setup involved with GM. Getting a basic "move sprite around with arrow keys" game running is as simple as:

1. add a new sprite
2. add a new object
3. add step event to the object with code for checking keyboard and moving
4. add draw event to the object with code for drawing the sprite
5. add a new room
6. put an instance of the object in the room

(Obviously for larger projects you'd want to start with your game's structure instead of jumping in like this.)

I'm not sure if there's an "intended way to work with GM". I know the way I personally work with it, but these are mostly just habits I've picked up over the years. Things like:

- prefixing all resources appropriately (e.g. obj_ for objects, spr_ for sprites, etc)
- adding an initial blank room to the game that's just for setting up the game's state etc. before manually changing to the real first room using code
- adding a global persistent object (e.g. obj_global) that I can use for global game stuff (like if you wanted to apply a shader to all drawing, you could do it in there)
- setting up a hierarchy for my game entity objects (using the parent system)

etc.

>>144859036
clamp was presumably added in Game Maker: Studio. The person you're replying to is using an old version of Game Maker (GM8).

I've never found any inconsistencies with the API docs.
>>
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>>144859139
>it works

Yes but an important part of code is re-reading it later when you want to expand functionality or fix a bug.

Just like having shitty handwriting -- the letters might technically spell "80mg oxycontin" but if a pharmacist mis-reads your prescription you're going to have a bad time.
>>
>>144859139
Code's written for humans, you want you code to be as legible as possible. You'll be glad you did when you're debugging or working with other people. Or adding new features. Or doing anything that involves looking at your code.
>>
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>>144859139
It's inconsistent.
But do not bother with any of that distracting shit.

Code isn't there to look pretty.
If it's just indentation anyone else who has to read can easily fix it.
Either way you adapt to whatever who's in charge wants. And right now you're in charge so do whatever you want.
>>
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>>144859139
>>
>>144859346
>>144859460
Another thing: be sure to make a GM-style Vec2 implementation if it isn't already there. I was stupid and did a stealth game using FOV checks and angles instead of cheap dot product calculations.

I always wondered how to implement grenades and things of that nature in GM as well...
>>
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>>144859602
>Either way you adapt to whatever who's in charge wants. And right now you're in charge so do whatever you want.

I'm going to put coca-cola in my ice cream! With lemon juice!
>>
>>144859346
>>144859758
>>144859460
This is most helpful. Saved.
Thanks anon. I'm sure I'l be spared a lot of headache thanks to you.
>>
>>144859887
sounds delish senpai
>>
>>144859887
We do that in Australia. The ice-cream in coke part anyway. It's called a spider.

Citrus and coke goes alright too
>>
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>>144859731
>>
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>>144859139
>ITS FINE LOL

Pic related. It's a perfectly legible, easily readable, version of the New York Times.
>>
>>144860018
>inb4 americans read too far into this as a "dangerous australian fauna" gag
>>
>>144860216

You already did it yourself, poof
>>
>>144859346
Uh, you're pretty behind the times on GM anon. They even added a new special compiler that actually produces native code now (the "YoYo Compiler").
>>
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How's the fire effect? I'm planning to add particles too to make it look even better.
>>
>>144860538

It'll look twice as good with particles
>>
>>144860514
>They even added a new special compiler that actually produces native code now (the "YoYo Compiler").
Great. So now you can do half-assed optimization in fairly irrelevant ways.
really like 90% of optimizing has to do with data layout and if that's borked in the native code translation you're gonna have it be a major pain in the ass.
Good for extracting behavior when you abandon GM i suppose.
>>
>>144860514
>the "YoYo Compiler"
what's its stand?
>>
>>144860538
A bit bright maybe? A smoke trail or just using some darker colours in there would make it more firey less forcefieldy.

The uppercut one looks good in freeze-frame. The others are a bit lack-lustre.

Also make it light grass on fire. And light up rooms.
>>
>>144860538
Damn dude. It looks so good now. You didn't even change the animations right?

Why does this look so much more amazing?
>>
>>144860813
>>144860538
This.

It'd be nice for a special attack but it's a bit much on every swing
>>
>>144860538
Also you should add an idle animation. The "nuthin persunal" hands in pocket thing is so much less interesting than the rest of the movements.
>>
I'm stuck between three ideas. Anyone want to narrow down?

>rhythm-based sidescroller
>flashback/abe's oddysey "clone"
>metroidvania with some extra gimmicks
>>
>>144860538

the leaves were a nice touch. add something to the effect to his feet too, like dust clouds or leaves or something.
>>
>>144861421
Vote for: rhythm-based sidescroller

Only thing that doesn't sound tired as fuck
>>
>>144861421
>rythmnbased Abe's odyssey clone with some extra gimmicks
>>
>>144861601

Fair point, though I am also new to this. Let's hope rhythm elements aren't too difficult in GM:S

>>144861636

I had considered this desu.
>>
you know this one black and white space game some guy does here where you walk around 2d circle planets

imagine

that one worm game where you jump out of ground and eat shit midair and grow

but

on those circle planets

the more you grow the more you can jump to other planets

you can eat smaller planets if grow enough
>>
>>144861421
>rhythm-based sidescroller
This could be fun, I have thought about making a rhythm based beat 'em up a lot of times, but never get to make it.
>>
>>144861894
you mean literally noby noby boy?
>>
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>Been procrastinating doing pathfinding thinking that I had to write my own for UE4 since I didn't want to use the Character pawn as base
>Could just poll the navmesh for the points

Fucking nice
>>
>>144861421
>games that can be described in terms of other games
Make something original.
>>
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>he isn't making a porn game
>>
>>144863382
Why would I make a game I don't want to play
>>
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Does this concept stimulate your sense for adventure?

Because if it doesn't I can throw it the fuck away!
>>
I am going to sleep now, and I hope I don't wake up.
>>
>>144863619

It would if it wasn't a simple silhouette.
>>
>>144862236
thats actually pretty fucking far from what i mean you literal retard
>>
I came across a few problem when playing a bit with ue4, first things is "snapping", it's easy to put allign cubes for example, but hexagon, regular ones, are another story, do I really have to turn my hexagon to almost regula, to put them together ?

Next thing is some shadow problem when puting meshes together, putting few cubes together make the seams between cubes leaking some sort of shadow. I've seen that it may be fixed by playing around with the lightmap.
What are the best pratices for lightmap ? resolution, margin, should i separate each face (for a cube/hexagon prism) ?
>>
>>144863735
That's the point though.
You can quickly shit those out, get a feel for the points of interest and atmosphere and throw it out the window if it's garbage.
>>
>>144863382
After I have a good system and know how to make games I'm absolutely turning my art skills into making a porn game.

I'm poor as shit and only too happy to go to the darkside so I can get me some fancy dinners.
>>
can anyone suggest any multiplayer games with narrative/dialogue between both allied and enemy players, that is relevant to game play and produces some kind of emergent story?

or have any ideas how to go about it?
>>
>>144864020
Therqe is vector snapping in UE4

Unfortunately it's not like in unity (i.e. not shit), since you always snap at the pivot point in unreal.
>>
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Post your amateur game developer breakfasts!

microwaved chicken patty (pre-cooked)
boiled black beans
slice of white bread with cheddar cheese
1/2 banana
serving of watermelon
serving of grapes
serving of blueberries
broccoli
fresh tap water
fresh morning summer air
1 tablespoon of fresh motivation to work on gamedev

Nutrition Facts:
100% amateur game development nutrients
0% anime shitposting
>>
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>>144864020
You can find solutions to all of those issues by an easy googling.
>>
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Does anyone know if this has been done already? It's a 3d platformer with a mirror to the side, dying in mirror world makes you die regularly and there's stuff with syncing/unsyncing actions between regular and mirror worlds. Feels like I came up with a completely original ideado not steal, but I'm not sure.
>>
>>144864167
>>144864020
You can move the pivot point, and snap it to vertices
>>
>>144864167
>>144864204

I knew that there was vector snapping, and while snapping cube is easy, I cant seems to be able to do it with hexagons.
>>
>>144863382
But I am
>>
>>144864284
>You can move the pivot point, and snap it to vertices

Exactly. And that's awful.
It would be so much better if you could just grab the vertex like in Unity.
It's pretty much my only complaint with UE (apart from the lack of layered rendering).
>>
>>144864181
just some shredded wheat in milk
gonna have some rice and beans later

the dev life is the poor life
>>
What if you play as a colorful sphere in a world of gray cubes. Your goal is to get from point A to point B without dying. Some of the grey cubes will fire projectiles at you and you need to dodge them. As the game progresses these projectiles deal more damage.
In the end there's too many shots fired to dodge and you will lose and get sad end.But there's a hidden armour-counter which reduces damage from projectile and it increases every time you are hit by a projectile,
>>
>>144864462
There was a free plugin I used to use that had a whole bunch of extra snapping options, I forget what it's called but it might have that.
>>
I added an object to the a room in Gamemaker and it says instance.x & instance.y weren't initialized.

So how do i get the position I placed it at? Is "instance" not the position of the object?
>>
>>144864212
I've heard of plenty of games having a thing where you and a partner each walk down a corridor at the same time and have to pull switches for each other or one goes ahead and opens a door for the other to get through. Yours sounds like an extension of that, unless im misunderstanding it completely.
>>
>>144864181
>professional edition
>>
>>144864181
You eat all that shit in the morning? Holy shit.
>>
>>144864107
SHAZBOT
>>
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>>144864530
>>
>>144864585
Also how do I change the gamemaker sript editor color? It's bracket highlighting makes it impossible to see the brackets.
>>
>>144863382
I want to make a Porn MMORPG. I mean a lot of people play RO/ToS for the cute characters and the ERP anyway
>>
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What a fine day
>>
>>144864585
If you are making a variable called instance, then that should be it.
Make sure the variable is within scope.
>>
>>144864789
>RO ERP

the fuck?
>>
>making a space-themed action platformer already
>collaborating with an artist who doesn't even come to /agdg/
>see the jam theme
>see arguing over whether it's a space themed jam with collaboration encouraged/facilitated or a jam where collaborating is required
>shrug
>go back to devving
>>
>>144865082
I can't find the subscribe button for your blog. Where is it?
>>
>>144864181

You must take mondo shits.
>>
>>144864181
>huge disgusting plate of food
>for breakfast
>using Windows Vista
>using Game Maker Professional edition and Unity at the same time
>Visual Studio

my god, what are you doing
>>
>>144864181

>>>/ck/

This thread is for progress, not your /soc/posting. Unless you're making a Cooking Mama ripoff, fuckoff
>>
>>144865515
>for breakfast
Breakfast should be the biggest meal of the day.
>>
>>144864673
>>144865515

Wait what's wrong with Pro? I bought it last year on sale because I figured I might as well if I wanna make the most of this... already limited software
>>
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>>144864181
Coco Pops
>>
I eat nodevs for breakfast
>>
>>144865815
>paying money for an engine that is inferior to free open source alternatives
That's the problem.
>>
>>144865082
>making a 2D action platformer
>realize 90% of the shit this general spouts is exactly this
>realize I'm also completely shit at art, meaning I'll hire some half competent "artist" to do pixelshit like 90% of this general
>realize I'm as bland and unimaginative as my fellow nodevs
>realize I actually don't like making games
>leave this general forever

This is how it's supposed to work.
>>
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Update the Skills Editor, it can now take an arbitrary mathematical expression and use it to calculate the amount of damage a skill does.
It can also recognize and use variables in the expression. a.spp returns the Spell Power of the attacker, for example.

Also fixed some formatting things too. This shit's super fun to mess with once you get over the initial frustrations.
>>
>>144865918

Unity is garbage for 2D, and I always got the vibe that the other freeware 2D engines are a bit crap.
>>
>>144866024
>Also fixed some formatting things too. This shit's super fun to mess with once you get over the initial frustrations.

How'd you learn to do GUI stuff?
Tutorial or trial and error?

I'm doing an RPG in Unity too, so this looks pretty useful.
>>
>>144865918
Please, tell me a free open source alternative that's better than game maker.
>>
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>>144864181

>posting motivational things on /agdg/
>>
>>144866164
Godot.
>>
>>144865942
cont..
>Go back to playing games
>realize 90% of the shit AAA dev companies is exactly the same
>realize there their art is shit or completely unoptimized.
>each AAA dev is bland and unimaginative as their peers.
>realize I actually don't like playing games.
>decide to show everyone how devving done.
>>
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>>144866223

>godot
>>
>>144865820
How did you program the enemy AI? Especially the guy at the beginning.
>>
>been boiling to death for days
>rain and thunder just started

this is so comfy guys. Time to draw.
>>
>>144866132
More of the latter. I read up Unity's small tutorials for custom editor windows and found the relevant classes for it (EditorGUILayout, GUILayout, EditorStyles) + looked at their methods, but a lot of it ended up googling "how do I do X". There's a lot of subtleties to watch out for. I can send you the code if you want to take a look.
For actually storing the objects I used Unity's SeralizedObjects system. There's a Live Training Session on it that was really helpful, and it also has some editor code that you can take a look at too.
>>
>>144866539

Got an example?
>>
>>144866539
LONDON ?
>>
>>144866539
Be sure to post results anon.
>>
>>144866630

I'm bad at drawing.

>>144866634

Birmingham/Rubery. You getting it down south too?

>>144866647

Sure, but it will just be practice sketches so don't bully.
>>
So the general consensus is that GOOD pixel art is just as time consuming and difficult as non-shitty-flash-tier drawn art, right?
>>
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>>144864845
Yeah i figured it out.
Problem was I weren't referring to self.
Should have assumed.

How do I unlock/set the fps cap?
>>
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>>144860163
>comic sans
>>
>>144866185
AGDG thrives off cheap motivational boosts instead of developing real commitment towards their dreams.

Its why I fit in here.

https://www.youtube.com/watch?v=tYzMYcUty6s
>>
>>144866798
We had our thunder storm last night
I went for a ride, it was so nice.
>>
>>144866836
Yeah that gif broke. Gonna update licecap.
>>
>>144866539
Been horrible and warm here for too long now making game dev such a chore. Unlike the English the weather hasn't fucking broke yet up here in Scotland though.

Fucking shitty ball of plasma needs to fuck off, it's not welcome here and I want my rain back.

At least I'm getting my inventory system slowly done.
>>
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>>144866798
>I'm bad at drawing.

THAT'S NO EXCUSE NIMROD. SHOW ME YOUR WORK
>>
>>144866836
FPS is locked to room_speed.
>>
>>144864181
>has fruits touching meat on his plate
>not chilling the fruit and saving it for dessert
>chicken patties: not even once
>improperly cut bananas
Absolutely disgusting.
>>
>>144867141
Can I set it globally somehow? For the entire game?
>>
>>144866514
I have an actor controller which each of the asteroids and enemies (cubes for now) have.

Each actor has a list of instructions (List<ActorInstructions>) which each contains an id (1,2,3,4..etc)

Then I extend ActorInstructions with something that I want the actor to do, eg

The asteroid just have one instruction := Rotate
The blocks has two (MoveToInstruction) the block moves to point A then moves onto the next intructions which is another MoveTo...

The block which attempts to shoot the player freezes because its instructions are done, whilst the one in the background loops through them.
>>
>>144866905

Maximum comfy

>>144866986

Looks like its making its way up to you mate, give it a day or two.

>>144867027


I'll scan some sketches in a little while.
>>
>>144867196

I think the worst thing is he just put cheese on plain ass bread, at least toast it you fucking neanderthal
>>
>>144866798
Leicester l/a/d here, thunder and humid weather slows me right down.
>>
>>144867205
Not as far as I know.
>>
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Perhaps I should stop being lazy and actually put an eye in there.
>>
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>Studying for university exams and doing project work in order to get a safety net degree.
>Want to keep working on my game
>Hello darkness my old friend
>>
>>144866602
Not that anon, but I'd be interested in taking a look at your code. Pastebin, or do you need an email from me?
>>
Anyone have any insight into how the movement system in Crypt of the Necrodancer was done? I want to make a rhythm based H game.
>>
>>144866539
>been boiling to death for days
Same here, almost 20 days with rain.
We might have snow this weekend.
>>
>>144864181
>game development means creating empty projects in 4 different frameworks
>>
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reminder
>>
>>144867536
Too blurry I don't know what I'm looking at
>>
>>144867762
Sure, and that won't be necessary.
Editor Code: http://pastebin.com/AGm2GSR0
ScriptableObject Code (thing that the editor is changing): http://pastebin.com/DXmXyw7j

The editor code's kinda long and brutish, but I think that's how they all end up looking. Hopefully this code plus the picture I posted will be enough to get a general idea of how to do things.
>>
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>>144867975

>rhythm based H game
>>
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what if my collab artist starts yelling at me
>>
>>144867536
REEEEEEEEEEE
>>
>>144867975
it's just timing based
>>
>>144868609
Then he's right, because your pepe isn't rare enough.
>>
>>144868652
Should I quit
>>
>>144868609
Yell back and struggle.
Welcome to the desert.
>>
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>>144868609

_____________ what if you like it? __________________________
>>
>try to draw 4 head tall anime qt
>looks like a fucking alien

every time
>>
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>>144868571
Thanks a lot, anon. I've messed around with Editor stuff before, but it's always very helpful to see more fully fleshed-out examples
>>
>>144868807
post it

we need more cute alien girls
>>
>>144868738
No
>>
>>144868571

Thanks for sharing, I'm gonna see what I can tool around with
>>
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Made some simple controlls that are thruster-like.

Making it all with thrusters would be impossible to navigate. (like looking around with mouse-look isnt realistic)

Also you stop after going into a direction, in reality you would just go on but allways having to counter balance to get to a stop is a pain. (while floating objects just go on)
>>
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rudimentary movement's in now but i really want to let the player choose if he wants to move by vector and a magnitude (i.e. entering 1 0 0 3 would move you 3 distance right on x-axis, entering -1 0 0 3 to move 3 distance left on x-axis, 1 1 0 3 to move right-up diagonally 3 distance etc) but i couldn't find any formulas for it online. I can implement moveRelative right now to let the player enter a point to move to relative to itself which is as simple as adding the x y and z of the current location to the direction
>>
>>144868807
Delete and start over I can only do a non alien looking anime at the third try
>>
>>144867536
Not-Mina is a cutie.
>>
>>144866539

>>>/soc/ or fuck off to steam chat
>>
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>>144868807
>alien
the politically correct term is Uchuujin
>>
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>>144869072

the flare on the star looks a bit odd. I think something like this would be more fitting to your movie aesthetic.
>>
>>144869298

>getting this mad about an off-topic post that was posted ages ago
>replying with an off-topic post

you're pathetic m8.
>>
>>144868873
>>144869027
No problem! I hope it helps.
>>
>>144869596

>posts are only for immediate response and (You)s

Literally the cancer killing 4chan. Having a slower board or slower thread is entirely worth the price if post quality improves.

If you want to talk about your life, go to /soc/.
>>
>>144869320
Dont they also use that word as a synonym for foreigner sometimes? Not just for illegal aliens, just foreigners in general.
>>
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Progress!

Got my inventory basically set up and got it to persist when I leave it and go back, had troubles with that the past few days.

Still far from done and the current GUI looks like ass but we're getting somewhere finally.

>>144867260
One can only hope dude, I need me some rain.
>>
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>>144869532

Ah yes you are right.
>>
>>144869921
no. you're thinking of gaijin.
>>
>>144869882

I'm good thanks, I think I'll stay here.

If you want to talk about your complaints, go to QA. Stop posting this off-topic shit.
>>
>>144870195

post webum
>>
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>>144870253
>>
>>144845415
GUYS I HAVE A 10/10 IDEA, ITS WORTH MILLIONS

ALL I NEED IS FOR ALL MY NPCS TO HAVE DISTINCT PERSONALITIES AND AS MUCH FREEDOM AS PLAYERS.

NOBODY HAS THOUGHT OF MY MEDEVIAL WORLD SIMULATOR WHERE YOU HAVE 2000 STATS AND CAN DO ANYTHING YOU CAN DO IN THE REAL WORLD. I CANT TELL YOU CAUSE YOU'LL STEEEEEL IT!!
>>
>>144870619
my ideas even better, you perfectly simulate atoms, and use them to build molecules and higher and higher structures and you have a perfect replica world
>>
Is it actually more work to animate sprites by hand than it is to pixel animate them? Assuming we are talking about 64x128 or some other tall sprite.

I like my designs on paper but I can't imagine them keeping the same feel when pixeled.
>>
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>>144870343
>>
>>144870917
If you redraw every frame yes it's way more work
If you use skeletal animation it's faster but you need to put in effort so it doesn't look like cheap flash animations
>>
>>144870598
and you're thinking of juden.
>>
>>144870891
Ha! You spilled the beans, idiot! Now I'm gonna steeel that idea and make millions off of it!
>>
>>144859139
dont mind these nodevs m8, that's exactly the reason why they dont have a game and you will. just keep making a game and dont fall for the: concept art, tooldeving, beautifying your code or other pointless shit like that and you're good
>>
>>144871010
this game looks so nice
hopefully its fun to play
>>
Is there anyone I can make art assets for? I want to practice drawing and I thought it would be more fun to practice by making stuff for someone's game.
>>
yess my internet just came back on after a 3 hour outage. im going to sleep now though

but i made progress i couldnt look up what i wanted so i went through the documentation i had for other parts, the game now has a basic web server built into it and you can see the game screen mirrored in the web browser as a 10% quality jpg with a meta-refresh of 1 second (comes to about 16kbps upload per viewer).

if I had a interface table where you could click a html button and it would ajax a get request back to the game like /input?key=up or something then I could have remote-local multiplayer at 1fps
>>
>>144871490
are you
>good
>>
>>144871490

I wouldn't mind, but my project is large and art wouldn't be much use to me unless it's the whole mile.

Doing 2 of 30 characters and then leaving would just mean I have to throw out 2 characters and start from 0
>>
>>144871589
>barely
>>
>>144871490
Can you do a UI concept for a Thief game?
>>
>>144871542
tomorrow I'm going to make a web site for my game, hosted by my game

maybe I'll even be able to make my game connect to it
>>
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>>144871313

thanks! the plan is you do some objectives (or just simple collecting, not sure) and the space skeleton is trying to kill you (the picture is just some conceptualization) it appears dissapears in random intervals.
>>
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>>144871010

>add panicked mouth breathing sounds and background heartbeat sounds for comfy space thriller
>>
>>144871490
Could you do a 50x50 pixel portrait of a character?

I'm thinking of putting in portraits to the dialog in my game eventually and I'd like a test case for one character to see how it'd work.
>>
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>>144871589
Good enough that you can tell what it is suppose to be, and to be able to visually convey ideas.

>>144871709
Okay. Do you have any specs?
>>
>>144872002

don't do free work
>>
>>144871974
What's the character?
>>
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>>144872002
>Okay. Do you have any specs?

Light gem, equipped item icon, health bar, 1080p res. I'm not sure how I want it to look beyond that.
>>
>>144872452

Label your strawpolls, faggot
>>
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>>144872330
Doesn't have to be overly detailed, can just be the face or the face plus shoulders/bust area.

Many thanks kind anon.
>>
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Is anyone here thinking of commissioning music for their game at some point? curious
>>
>>144871875

Also I have conceptualized a whole story, but doing it the way I would want with cutscenes and stuff is a bit too much. I didnt want to invest too much time in this since I still have another project and I just wanted this to be a small divergence and then continue working on the other thing again.
>>
Shmups: Top-down or sidescrolling?
http://www.strawpoll.me/10431504
http://www.strawpoll.me/10431504
http://www.strawpoll.me/10431504

>>144872487
Done. Thanks.
>>
>>144872452
>no "doesn't matter" option
>>144872591
it literally doesn't matter
>>
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>>144872591
>Thanks.

No, thank you
>>
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>tfw finally found a site to teach a retard how to do collision detection/raycasting
>>
>>144872584
I plan on doing a kickstarter for both music and sound at some point. Maybe $10,000 or so to get ~30 min of music and a bunch of sound effects.
>>
>>144872556
>that cleavage
fuuck, so god damn sexy. I love you anon.
>>
>>144872691
I did my civil duty, congratulate me
>>
>>144873105
Thanks anon, I'm just starting to learn art stuff but when I animate her to walk I wanna make them jiggle.

I believe I have the power to do this, and so it shall be done. Then it'll be working on different characters.
>>
>>144873040
I see.
Im asking because im a composer looking to start taking commissions eventually
https://soundcloud.com/user-795244489
i've posted my soundcloud here before (I cant start working on my music again until later on today) but I have two short looping pieces. I always appreciate the feedback from a dev. I prefer to make music with organic instruments but i could do chiptune if need be
>>
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>>144872341
>>
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>>144873014
While looking. Did you find any that teaches you how to do ray-casting for shadows without sending out a million billion rays?
>>
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Reminder to post with trip #rocket to join team rocket for collab. Anyone is invited.

Our game will win Space Jam!
>>
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reposting this for maximum feedback

itch.io/jam/theme-jam#entries

go play game
>>
>>144873345
Nevermind found this:
http://ncase.me/sight-and-light/
Looks good enough.
>>
>>144873720
collab organizer here,
this is an interesting system.
I'm just seeing this for the first time but how many anons are in the collab thus far?
>>
>>144873720

do you have a game concept?

What does your team consist of so far?
>>
>>144873014
share the site bruh.
>>
>>144873843
It's just shitposting.
So far anyway.
>>
Post with trip #spacestation if you want to collab on a VN set in a space station
>>
>>144873720
What game do you plan to make? Who do you need?
>>
>>144874001
>VN
not a game
>>
>>144874059
>>144873902
um well you see, we're just getting started... But we are very open to ideas and welcome you aboard.
>>
>>144873823
also, please rate my game on the jam
>>
game idea: dark souls with minecraft mining in open empty space
>>
>>144874131
Rated your game dude, well done it's looking good. Hope you win your jam.
>>
>>144874118
NODEV DETECTED
DO NOT REPLY TO HIM
>>
game idea: procgen fps but dont insult gabe when you release your game on steam
>>
game idea: rts where your units are mechs and you need to load their batteries after they've done some fighting and big part of the game would be managing the power production and damaging the enemies power prod. another important part would be collecting scraps from battlefields to make new robots cheaper
>>
>>144874118
Team rocket setting up for clusterfuck failure

I'm in
>>
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>>144872556
I tried to make a cowboy. I haven't really tried to do pixel art before.
>>
>>144874189
game idea: dark souls but the world is pitch black so you need to use torches to light the way
>>
>>144874118

>We

there's nobody else, is there?
>>
>>144874118
Sounds like a Team Rocket plan alright
>>
>>144874576

This is an automated post by the 4chan to Reddit plugin.

User "nambypants" has upvoted your post.
>>
>>144874338
Thanks dude, not exactly what I was thinking but eh you actually did something.
>>
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>Spend fucking days learning how to make decent particles and particle effects manually using the fuckhuge ammount of parameters.
>There is a fucking program that makes this shit super easy and just gives you the parameters and even export file you can put right into GM:S

Why didn't any of you niggers tell me about this program?

The effects int he gif aren't even made by me, they are completely randomized.
>>
>>144874762
I don't get it, are you saying the team rocket is reddit?
>>
>>144874519
N-no!

>>144874576
Look, one thing we've talked about, is like a dark soul game, but you need candles or lanterns because the world is dark
>>
>>144874832

What's the program?
>>
>>144874832
Well what's the program duder?
>>
>>144874892

Filtered.
>>
>>144874909
>>144874939
Particle Designer 3
>>
>>144874892
would you like to sign up for regular collab just in case?
you can withdraw as soon as you find team-mates
http://pastebin.com/NEPv0pPC
hit me up
>>
>>144873823
gave you a nice long comment.i know my island idea is autistic. sorry.
>>
>>144875084
Team Rocket is open enrollment.

Reminder post with trip #rocket to join team rocket and extend your reach to the stars above
>>
>at work all day
>just want to be home making progress
Please reply to my post with progress so i can live through your successes
>>
>>144875116
not autistic at all, I like it.
>>144874236
<3
>>
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Guys, I have finally succumbed into the cookie gutter game idea level. I am now going to make an action game with preset levels, telling a story for the space jam.

Who's ready for some non-meme take on ayylmao's.
>>
>>144873823
>pixel art
>in fucking 2016

kill yourself
>>
>>144875373
wiyg
>>
>>144875373
dude it's so old it's coming back (again), the plain textures 3d meme is dead.
>>
>>144875190
hi anon, I'm going to be gone all day too so I won't be able to work on my game until later tonight. :(
>>
>>144875605
detective?

also rollen:
1-5 horror
6-9 fps
0 do homework
>>
>>144875605
What's Rippus?
>>
>>144875605
Post eroge or fuck off forever
>>
http://www.strawpoll.me/10431917

Poll for Team Rocket members ONLY.
>>
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Freezing enemies is in now. Burning is still under work.
>>
>>144875605
Hi Gogem
>>
>>144875714
detective indeed, gonna make a text only prototype of the gameplay
remember to delete your rolls, theyre illegal

>>144875804
Restricted-RPS
>>
>>144875870
Looks good but fix the camera, it's terrible.
>>
>>144875905
Are you going to post progress you made today? If not please leave.
>>
>>144875190
I started my first big project, today I made both the movement script and the walls and floor collisions, but this time I only need to place tiles to a certain layer to create my levels, where as I used to have to manually create collide boxes on my levels. Also, the control are more fluids, where you can hold the jump button to jump higher and have a little of horizontal momentum. Those controls are already far better than in my jam games
>>
>>144876025
What's wrong with it?
>>
>>144875853
1. What does "preset levels" even mean? Like, levels that are actually designed instead of procedurally generated, or something else?
2. What's up with you having one member but five votes?
>>
http://kruelgames.com/tools/kuadro/

Very good reference image tool for those who need it.
>>
>>144876114
https://www.youtube.com/watch?v=-nbhrSVWJOM
PS go fuck yourself, cunt
>>
it makes perfect sense now

these threads are shitty because they are full of normies now
>>
>>144875870
Your hud is really fucking big man
>>
>>144875870
Looks op as fuucckk!
>>
>>144876345
Why? Is it so strange to want to see new progress from you?
>>
>>144875870
I agree with the other guy,your hud is way too big
>>
>>144876449
>giving ultimatums to the beating heart of AGDG
now where's your progress, cunt?
>>
>>144875905
Are you sure? I used to report them but they never got deleted
>>
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>tfw Team Rocket stole your idea
>>
>>144876621
Blast them off again
>>
>>144876401
There will be random chance freezing enemies... or something. I haven't decided yet.

>>144876517
>>144876396
It's going to stay like that. Might tweak the hp bar to be smaller, but not sure yet. I like it.
>>
>>144876586
>beating heart of AGDG
>posts progress only when asked to
>when he does, only posts devlog and never something new
>still comes here all day every day
Yeah nah.
>>
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Good morning AGDG

What are you working on today?
>>
>>144876183
The combat in your game seems to allow players to go back and forth frequently. And your camera changes every time you turn to another direction.. nothing wrong with that?

What are your references for this? I'm guessing Castlevania, Metroid, maybe Mega Man Zero or DMC. Study the way the camera behaves in these game depending on the player's actions.

A bad camera can completely ruin the look and feel of your game, no matter how good the gameplay is.
>>
>>144876869
protecting the world from devastation
>>
>>144876586

Have you ever had a job googs? You clearly don't have one now.
>>
>>144876785
>dev log is from today

where is your game shitter?
>>
>>144876869
2 hours in the relaxation room
watch some 80's sci-fi
masseuse appointment after that
an hour devving then call it a day
>>
>>144876869
I'm filling in some documentation for Godot.
Then I'm going to start working on some AI for my game.
>>
>>144876869
Art hopefully.
>>
>>144876938
I'm uniting all people within our nation
>>
>>144876987
What about the previous one? Anyway, that doesn't change the fact that he never posts progress unless someone asks him to. Or that he only posts devlogs he obviously prepared in advance.

My game is >>144843441 by the way.
>>
>>144876869
Adding online to my game
Creating CTF mode
Making a cool map
>>
>>144876869
learning c++
practicing synth design for space jam
>>
How many Godot users do we have?

When I finish my GM:S game I think I am going to switch.
>>
>>144876987
lol
>>
>>144876869
>Make some starting enemies
>Attempt to re-implement the downward kick
>Probably spend all day making placeholders for the starting enemies because my motivation goes through the floor when I have to make more placeholders

I guess 3 different enemies would be good for a 'starting' area.
>>
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>>144877639
b-baka
>>
>>144877630
I'm currently learning it. Having a swell time. The tutorials on the Godot website are okay, but the Godot subreddit has links to some better ones.
>>
dont bully people
>>
>>144877761
Put your name back on, Gogem
>>
>>144876869
I'm tempted to make some models for my Space Jam game, so I'm fighting the urge.
>>
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>>144875237
t-thanks!

i rated now aswell. forgot earlier.

>>144875870
Add a generic ice sprite you can put covering the enemies affected. Something similar to pic related maybe?
>>
>>144854065
https://www.youtube.com/watch?v=hC3mo8WrJYk

Someone already cleared it, holy shit.
>>
>>144878030
I'll be adding one once I get hang of drawing ice shit. I have never really tried so don't expect anything.
>>
>>144877347
>My game is >>144843441 by the way.
where's your progress then? it's been a whole 8 hours since you posted that. you're only posting old dead progress, you couldve slept in the time between posting that and now. what a lazy piece of shit you are.

>>144877639
i use local time on my videos, i made it before i went to sleep, it's now after ive been asleep and has been june 09 for 4 hours.
>>
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These tiles became a lot more "dynamic" looking once I added some foliage.
Ignore the climbing vines - I fucked up
>>
>>144877812

May I ask what engine (if any) you came from? Have you used the 3d much?
>>
>>144878173
u mad
>>
>>144878217
Looks beautiful. Love the weird Bloodborne-esq foliage.
>>
>>144878173
Wait a bit, I'm making a devlog video. I'll get back to you in a week or two.
>>
>>144878217
Gorgeous. I recommend you make the foliage separate so you can easily have it behind or in front of the player, and so you can animate it if you want to.
>>
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Made our first asset, team rocket!

Reminder to post with trip #rocket to join team rocket and win Space Jam.
>>
Anyone have any ideas for some way of saving items in a spreadsheet alongside images?

I want to make a sort of "monster compendium" for the creatures in my game. For personal reference only at this point.
>>
What are steam's rules on nudity? I know full frontal male stuff is getting common but what about women?

Not in a sexual context btw
>>
>>144878540
noice
#orcket
>>
>>144878173
This is why no one likes you except your weird personality cult followers. You act like a cunt. Why can't you just be more of a pleasant person to talk to?
>>
Is there any reason whatsoever to switch to Godot from GameMaker if I still plan to stick with 2d games?

How similar is Godot's scripting language to GML?
>>
>>144878757
There are some games with nude people in it. Like The Void, Rust, The Witcher or Dark messiah.
>>
>>144878264
I'm mainly a programmer who's new to gamedev. I've only made 1 game in a shitty java engine called Greenfoot. I haven't played around with 3D in Godot, but it's 2D support is quite nice. Like 10x better than Greenfoot.
>>
>>144878850
>people act like a cunt to googs
>he does it back
>gets blamed for it

The only reason other people get away with it is because they don't have an identity.
>>
>>144878850
>acts like a total cunt to me
>doesnt like it when i cunt back at them
naaaaah really?
>>
Do i have to have a partner for spacr jam?
>>
>>144879065
No.
>>
>>144878540
You stole this from >>144878030
You didn't even bother to change the filename
>>
>>144878931
I've never used GML, but Gscript is like python or any other dynamically typed scripting language but probably simpler in a few places and has its own API.
>>
[meta] Honestly Googum does have a pompous air about him and he shitposts a little, but so do most here desu. I respect that he posts his work despite the fact that literally every time he does someone calls it shit. I haven't watched his tutorials but even putting in the time of making them is pretty cool. Shitpost less would be my only request[/meta]
>>
>>144879065
Did you submit to the collab via email?

http://pastebin.com/NEPv0pPC
>>
>>144879415
>named after an organization most known for repeatedly trying to steal an animal from a child and failing
>surprised when he ineptly steals shit
>>
>>144877837
don't tell me what to do
>psychological bullying
>>
>>144879020
>>people act like a cunt to googs
Asking for progress is acting like a cunt now?
>>
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>>144841342
That motion blur needs to stop.
>>
>>144879953
Show me your progress immediately.
>>
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>tfw implementing ec crypto
>tfw piggybacking on years of hard work by mathematicians
open source crypto libs are amazing
>>
>>144879474
>he posts his work
When?
>>
holy shit why the fuck are run cycles so goddamn difficult
>>
>>144878931
GDScript is more like Python than GML. I personally think Godot is easier to work with.

Also of course the price, Godot is completely free, GMS you have to buy certain features.
>>
>>144879997
Sorry my devlog video is still uploading. It should be ready in a couple of days.
>>
>>144879953
giving an ultimatum is extremely cunty
now show me your progress from the last five minutes or get out.
>>
present your progress for inspection. now.
>>
>>144879474
Fuck off, Googum. Nobody cares.
>>
>>144880098
Because they involve the movement of many different body parts in directions, momentum and impact all this simultaneously.
>>
>>144880301
I always post progress when I have some. You don't. Yet you're here all day every day.
That's the difference.
>>
>>144880340
googum makes cute bunnies
I support that
>>
>>144878439
Thanks!

>Bloodborne-esq foliage
Never played that - I thought it was darker/sharper?
I began with Contra 4 as my inspiration for the grassy stuff.

>>144878517
Thanks a bunch!
And that is the plan - We already have the code for making grass get squeezed when you step on it, but I hadn't made any real graphics for it before now!


Also, will be starting a tutorial series (and a Patreon for it) next month. It’s going to be about all the tricks I’ve figured out, to “cheat” at pixelart and make interesting things very quickly. It’s going to be very easy and mechanical, so any non-artist should be able to replicate most of it with similar results!

Here’s a list of things I want to cover:

-How to use soft brushes and dodge/burn to draw highly detailed backgrounds and sprites (*these are hell to animate)

-How to use the dodge tool to give things edges, hardness and depth

-How to use GIMP filters to “generate” interesting graphics, and how to make use of these seemingly random bits

-How to swiftly make any kind of slicing effect by simply using an MS Paint brush and a contrast slider

-How to animate fountains by masking a pattern over a drawn path

-How to make simple city backgrounds by just drawing up some random dots of colour and then running them through a deinterlace filter at the right settings

-How to balance all the hideous colours you get from abusing filters

-How to use colour-shifting to animate simple geometry in a way that makes things appear slightly “3D”

-How to make lightning animations swiftly

-How to make lighting/shadowing animations appear to have “depth” by using a filter and some coloured layers

-How to splice things with colour balance and smudging, and then resharpen the edges

-How to give a secondary colour to a single-coloured scene based on “depth”


What should I do first?

Anything else you’d like for me to talk about?
>>
>>144879614
Yes,but is collab jam and space jame the same thing?
>>
Holy shit I hate the Unity API, hard as shit to navigate
>>
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>half through implementing something
>think of a better way to do it
>git checkout master -f
>FUCK EVERYTHING
>>
>>144880021
Slight correction, elliptic curves as a topic in group theory would be considered "hard work" by computer scientists, not mathematicians.
>>
>>144879061
But you do it to everyone dude. Most of the time i see you posting it follows the same two-lines-greentext then one-line-sarcasm/insult

Can't you just be nice
>>
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Made a simple script to zoom.

right click zoom,
right and left mouse button to zoom further,
release left mouse button while still holding right mouse button makes you stay on your zoom level,
releasing right mouse button and it goes back to normal
>>
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>>144880327

OK.
>>
>>144880595
yes
>>
>>144880914
Nice I'm working on moving the camera rotation with mouse movement right now in Unity
>>
>>144880512
Hey fuck you, the bunny is mine. Gogem only rips off Kaiji and makes spredsheet simulators.
he does have good taste in anime though
>>
>>144880167

You've got me considering a switch. I'm still in the planning and development phase of my game and have outlined a very basic framework in gamemaker, but godot has a lot of benefits.

If you're saying the workflow is comparable, I might just do it.
>>
>>144880914
very cinematic
what is the game about tho?
>>
>>144881117
sorry bunny anon
didn't mean to get it wrong
fuck gogem
>>
>>144880914
>motion blur on hud
>>
Hey, Googum. You shitpost, and I really don't appreciate that.

But your Beginner's Intermediate How to Make Game Development video's part about design and splitting up input, logic, and output was extremely useful to me, and I do appreciate that.
>>
>>144876869

more Unity tutorials unfortunately
>>
>>144881140
There's certainly no reason not to try it. The download is tiny, it's really easy to get into.
>>
Hey when do I need to make my shit serializable in Unity?
>>
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>>144878540
Nice! Here's something I've been working on
>>
Post interesting dev related videos/talks/documentaries/interviews/etc
>>
>>144881669
no, waste of time keep devving
>>
>>144881608
You're like a real cartoon villain
>>
>>144881017

thx, what game are you working on.

>>144881167

here is the concept on what I want to do >>144871875

>>144881318

I will look into how to disable it.
>>
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>>144880906
you act like i come in here pissing on people.
im as nice or as cunty as discussion dictates me to be. you want nice? put nice out there. im not gonna waste my time trying to spearhead a niceness campaign with these cuntbois.
>>
>>144881960
You invite this shit by using a name. If you were anon you could just ignore all that shit but with a fixed identity you're almost obligated to respond.
>>
>>144881669
These videos are all pretty nice game design videos.
https://www.youtube.com/user/McBacon1337/videos
>>
I've decided to enter Space Jam, by collabing with the team that's sure to win.
>>
>>144881960

Ok googum I'm saving a screenshot of this and I am never going to be mean to you but if you're ever mean to me then i will make a scathing post about it.
>>
>>144881918

don't disable the motion blur on the hud. I think it adds to the general feel of the game.
>>
>>144881918
>thx, what game are you working on.
super secret, can confirm I'm trying to figure out how to implement the MouseLook that comes in Unity
>>
>>144882209
fair enough
>>
>>144882169
which is?
>>
>>144880914
SHUT UP AND TAKE MY MONEY!
>>
>>144881960
Have you decided what game you want to make from that poll you put up, Goog? I'm really interested in which one you'll decide to make.
>>
>>144882336
Team Rocket, post with trip #rocket to extend your reach to the stars above.

We already have two assets.

>>144881608
>>144878540
>>
>>144881960
>you act like i come in here pissing on people
Just calling it like I see it mate. I'm sure I'm not the only one that sees it that way either. I literally only ever see you being either mean, shitposty, or irreverent and its really unbecoming dude.
>>
>>144882587
stop stealing shit you fags
>>
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Heres a spazcraft sppriet guise. am i coo yeT?
>>
>>144882514
Detective Game got leading positions in everywhere i did the poll (anonymously, publicly, privately to customers) and i just rolled it earlier in this thread so im actually working on the prototype today
>>
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Post music you are listening to while you work:

https://www.mixcloud.com/Chemicalgroovedotnet/armin-van-buuren-presents-a-state-of-trance-episode-695-yearmix-2014/
>>
>>144882862
https://www.youtube.com/watch?v=GEBi-CmrgS0
>>
>>144882829
What engine do you use for prototyping and do you stick with that same one for actual dev?
>>
>>144882724
>doesnt like irreverent googs
and i though i hated fun
>>
>>144882829
What's your detective game about?

I'm very curious.
>>
>>144882862
https://www.youtube.com/watch?v=VtQ0odvF6_s
>>
Post your homemade solutions:
>have a class that has 3 integer variables
>have a master class that creates instances of that class and has to give values to those three variables for each instance
So here's what I do
>make a txt file
>inside it put sequences of numbers like this: 1-2-1,2-5-1,3-1-4 etc
>from the master class, split the string from the text file by "," into an array (so the first string in the array would be "1-2-1")
>split each string in this array by "-" into many string arrays (so the first string in this array would be "1")
>assign the values to the three variables using the three strings int this array and converting them to int
I'm sure there's a more logical way to do this but i'm happy with what I came up.
>>
>>144882862
https://www.youtube.com/watch?v=HL8xL0ZIrhw
>>
>>144882862
https://soundcloud.com/desired/eyes-on-me
>>
>>144881960
You're always trash-talking other artists, despite your obvious lack of skill.
It's just embarrassing to watch.
>>
>>144882587
>a game made of a hodge-podge of stolen, slightly altered /agdg/ assets.
I actually hope this blasts off
>>
>>144882972
Its not fun when its mean spirited irreverence or its not tempered by posts about actual gamedev. That's just my opinion though.
>>
>>144882934
im using unity and i intend to stick with it

>>144882994
it's about exactly what it says it is. you're a detective, you solve crimes through detectivationing.
>>
>>144883183
>. you're a detective, you solve crimes through detectivationing.

Good job selling it m8
>>
>>144883183
Unity for 2d? Why not pick a more traditiinal 2d engine like gms or construct?

Also pls make it interesting detectiving and not tall-trenchcoat-noir thats so tired
>>
>>144881960
Deny any of this >>144876785 and I'll never be mean to you again.
>>
>>144883342
unity has very nice UI tools and i intend to have even more use of 3D space in the presentation of detective game than in whip the vote
>>
i guess this is a common problem, but i haven't figured it out yet.

I'm creating particles trails for a bullet on GM, the problem is when the bullet goes way too fast the particles are created too separated from each other, breaking the trail effect
>>
>>144882787
I don't know if you're cool, but that sprite is.
>>
>>144883183
>>144883640
Will you post regular progress for it here or will we have to beg you to post your devlog videos again?
>>
>>144883648
>GM

Found the problem.
>>
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we did it boys
>>
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GIVE UP
>>
>>144883770
its a prototype, you wouldnt even want progress
>>
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>>144883674
t-thanks!

I ended up making the engine bigger and reducing the cockpit glass size. Makes more sense to me this way.

Anyone can use this thing in the upcoming jam. Consider it free, open, what-have-you art.
>>
>>144883951
I do. Do you already have something?
>>
>>144884043
Thanks!
>>
>>144883640

They could improve the position, stretching and resizing for different screen sizes/ratios though. Maybe I do it wrong but it drives me crazy.
>>
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>>
>>144883874
what the hell
>>
>>144882862
https://www.youtube.com/watch?v=Ydpep4P-LzQ&ab_channel=Monstercat
Best taste coming through.
>>
>>144883874
Okay you hooked me. What's going on?
>>
>>144843162
all i see are a lot of excuses and not enough like making game
>>
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>>144884087
im setting up the UI for prototyping.
screenshotting this is 400% the effort it is worth

>>144884386
layout stuff can do anything but it can be pretty complicated yeah
>>
>>144884853
Looks dope.
>XP
Seriously?
>>
>>144884853
How do you deal with different screen resolutions? Like those words in the textbox would overflow the screen if the game was running 800x600
>>
>>144884419
She's a knight now.
>>
>>144885323
>woman
>knight

anon pls
>>
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>>144885363
?
>>
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>>144880589
>>144880589

Making a series of simple tutorial videos.
Anything you'd like to see?

Some anons yesterday said they'd be interested.

(Going to bed now, but will check replies in the morning)
>>
>>144885128
umm you need to.... layout group on the canvas to force the textbox and then uhh... theres a canvas scaler to match the screen.
>>
>>144885685
maybe just order them in level of advancement/skill

I wouldnt worry too much, just build it and they will come
>>
>>144884598
Average day in china
>>
>>144885685
how come your foliage stuff is so much better than everything else
>>
>>144885681
I like this picture
>>
>>144885749
I meant on a higher level. Design wise. Not necessarily how to handle it in unity.

It sounds like you scale the game draw to the window size though, so if it increases then the game scale increases?
>>
>>144885940
I like you!
>>
>>144885685
I have no clue how you do it but you need to calm down with the filters anon, lots of stuff you make looks really blurry
>>
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>>144884419
>>
>>144886068
>blurry

are you kidding? those are some of the most readable sprites I've seen posted here.
>>
>>144885685
Maybe even covering not how to do the landscape art, but how to decide what even bleongs in a tileset. Like I would never know what to put under the top tile on a basic forest or plains tileset
>>
Fully fleshed out 100+ page documentation about prospective game before writing a single piece of code?

OR

Just like make gaem?
>>
>>144886398
What the fuck do you think
>>
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>>144886398
>>
>>144886398
Write a couple pages on the basics of your game. Story, how many levels, what you actually do, what it's going to look like, etc.

Dont' get too concrete because it will and should change.
>>
>>144886398
Neither.

>if you're making a platformer or other well-trodden kind of game, just write like half a page laying out the kind of shit you want to do
>if you want to do something more original, make a list of features you want, pare it down to what's important, then describe each of these things in detail

You don't want to go in blind, but you also don't want to end up with nothing but a design document.
>>
Any ideaguys have thoughts about cool character design for a blacksmith enemy?

All I know is that he'll have a cloth backpack on from which he'll whip out tools
>>
>>144886017
>It sounds like you scale the game draw to the window size though, so if it increases then the game scale increases?
sure, there's lots of different ways to set it up in unity though and you can make an infinite amount of canvases and have them work differently, so it's robust but unfortunately can be very complicated to set up
>>
>>144886398
>write all those docs
>give up like an hour into devving

Those was the tale of many nodevs
>>
>Added a chatbox
>Finally got it running in Firefox
Good start for the day :)
>>
>>144886398
Nodev document
OR
Game
>>
>>144886670
I'm watching your YESDEV videos right now. Very good stuff.
>>
>>144886219
gonna need source on that.
>>
>>144886770
Don't watch yesdev. As a programmer I can verify that the paradigms it encourages are either flat out wrong or sorely misguided, unless you're deving a checkers clone.
>>
>>144886398
I have a .txt thats always open. Has a list of stuff to do and stuff I've done. Most of which are self derisive comments.
>>
>>144886887
Source: random anon edit posted last yea
>>
>>144886946
>separate input, logic, output
How is this bad? It lets you change any part of the code easily without having to fuck with everything at once.

Or do you mean some stuff he gets into later?
>>
>>144886975
my heart its breaking
>>
>>144887109
>separate input, logic, output
This is actually gold, I dont remember him saying that but remember it. He gets into allot of dumb shit later though, like predictive collision.
>>
>>144886770
thanks

>>144886946
what paradigms would that be?
>>
>>144887341
Is predictive collision where you move to the edge of a thing if you're going to collide with it, instead of slipping inside it and bouncing back?

Because if so, predictive collision is also better.
>>
I want to write my own engine as a hobby side project. Is Vulkan deving enjoyable? Or should I stay with OpenGL, because it's easier?
>>
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>>144887341
>dumb shit like predictive collision.
>>
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How do you feel about this?
>>
How does a physics engine handle a situation where two objects are pressing against each other with equal force?
>>
can someone post idle and running animations?

Just for reference
>>
>>144887535
It's too late for you man. Feel free to disagree with the industry leaders and listen to a comparative nodev if that's what you're gonna do.
>>
>>144888004
very carefuly
>>
>>144888063
Nice try team rocket
>>
>>144887927
literally what is this?
>>
>>144888080
Can you show me where an industry leader says it's bad? Or even tell me why you think it's bad?

And (pseudocode is fine) what would a better alternative look like?
>>
>>144888080
>industry leaders
such as?
>>
>>144888004
They are both pushed back with equal force. Unless you're gogem in which case the engine one will stop "predictively" and the other will keep going right through it.
>>
>>144888275
Speedrun Marathon DD9
>>
>>144888336
But how does that work? For instance, if you have a bunch of objects in a stack then you would have a chain of objects exerting force on each other, so wouldnt you need a lot of update steps to propagate the force?
>>
>>144888307
>>144888309
Unity. Unreal. Need I say more?

Here's some psudocode

>Update object positions
>Check for collisions.
>Push objects back based on their respective velocities and masses (Assuming this is a physics engine and not something simpler)
>>
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>>144886887
It's an edit of this
>>
Any suggestions on making wingless flying enemies more dynamic?

2d.
>>
If I have object marked as persistent in GM:S, will it keep values when changing the rooms?

Like if I set persistent object to have variable "state" be 0 by default and set it 1 in room 1, will it be 1 in room 2 or will it be reset back to 0?
>>
>>144889173
Thats the whole point. It persists
>>
>>144889173
It will be 1 unless you tell it to set to 0 again right before the command to change rooms.
>>
>>144888816
Is this an agdg game?
>>
>>144889330
>>144889430
Ah, good. I knew the object would carry over to each room but didn't know the variables also carries over.
>>
>>144886946
also video tutorials are NOT BAD. i've learned a lot of stuff from video tutorials
>>
>>144880914
this is tight as hell
>>
>>144888336
the point of that example was for new programmers to understand that as the ones writing the program that they know all the instructions attempting to be carried out before theyre carried out and how it can be important to program with that in mind. this can be a very weird to explain and difficult to comprehend concept. it's one of those things that leads to a IM A GOD reactions when it's understood. and it's super important to learn early on instead of going a year producing ridiculous bugs because you hadnt internalized the concept that you are in control.
>>
>>144888504
>objects collide
>do math and shit
>check if velocities have changed
>if not, just freeze them until something activates them again
>>
>>144888808
lmao, wrong. both of those use physx and physx uses 2nd order euler, which is not really what you said.

also, while it works fine for 3d games where shit doesn't matter, much better methods exist for when accuracy counts
>>
Was talking with some friends and I realized something; I have not played that many games in my life. Can anyone else relate, or am I a guy who's never eaten learning to cook?
>>
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>physx
>can stand ontop of an L object and push it forward at the same time

Absolutely disgusting
>>
>>144889915
some people like fat chefs i guess
>>
>>144889915
I'm the same.
I always thought I was a big video game plater but looking back I realized I have missed a huge number of games from all the previous generations. And I barely play anything these last few years.
>>
>>144890079
PhysX is the only way to make a game.
>>
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>>144890125
>>144889915
Enjoy stagnation
>>
>>144890354
>enjoy not stealing ideas from other games
I will, thanks.
>>
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>>144859602
>no spaces between x, = and 0

disgusting
>>
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Been toying a lot with particles to juice things up. Really like what they can add to the atmosphere. Right now it looks a bit too "glittery", but it can only get better from here.
>>
>>144889806
You know what else makes people realize they have full control? Using a framework to build their own game instead of using a premade game. Sorry. "Engine".
>>
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>>144859551
>Code's written for humans
>>
>>144853035
>tfw when my game has both Space and Waifus but not enough time to participate in either jam
sucks tbqh, might have to wait for at least another demo day or two.
>>
>>144889915
You're at an advantage imo. You can make anything without worrying if it is fitting to the standards of modern games. People who play a lot of games think, "I wanna make X mixed with Y" instead of coming up with original ideas.
>>
>>144889573
Yes.
>>
>>144888504
In general, yes.
>>
>>144859551
>slowing down your compiler by giving function names longer than one character
>>
>>144890684
if you dont finish a game you're not in control at all
>>
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>>144890583
That actually looks pretty fucking good.
>>
>>144890814
it absolutely is.

Your computer doesn't know or care what "if", "else", "integer" or any of that means.
the compiler turns that into machine code, which is most certainly not written for humans.
>>
>>144891117
Code is written BY humans. Other humans may need to read code and add to it. To that end, code should be well-organized, but not to the point that you're losing sight of the fact that it's supposed to run on hardware and hopefully not waste too much processor power or memory.
>>
>>144891017
>slowing down your compiler by using an IDE with syntax highlighting
>>
>>144883083
Pretty good.

got a playlist that is similar?
>>
>>144889915
>>144890125
is this why so many games suck, because theyre made by people who dont actually play them?
>>
>>144891039
Bananas are yellow
>>
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Here is the defense matrix new particle effect, please tell me how i can make it better!

>>144891086
Thanks anon!
>>
>>144891254
if you never reread your code you should be programming machine code in hexidecimal.
Your computer will thank you.
you'll only need the numpad and a through f to do it too.

Every programming language was made so that humans don't have to deal with that bullshit. assembly was made because programming in binary/hexidecimal was bullshit.
C was made because assembly was still bullshit.
Java was made because fuck that memory management bullshit, I'm a human not a computer.

Programming languages are all about being human readable and human usable.
>>
>>144891460
Please, most games here are just a collage of features from other games. Good maybe, but not original in the slightest.
>>
>>144891725
Post your game
>>
>>144891695
Obviously. I'm just saying that you should always remember that code is meant to be run, first and foremost.
>>
>>144891928
Why?
>>
>>144890939
Do you have a link to this game or its author?
>>
>>144891996
good luck getting a complicated project made with that mindset to run.
>>
>>144891595
>Progress drowned in a sea of shitposting

I like it anon, good work!
>>
>>144891725

>implying you can just make new never before seen things up

Even the most original ideas are just variations of old known concepts and built uppon them, this is pretty much for all fields and not just games.
>>
>>144891595
Really looking forward to this. Reminds me of this old flash game I used to play on Kongregate like a decade ago who's name escapes me. Been itching for a nice top down space game ever since.
>>
>>144892071
http://theonian.tumblr.com/
He/she even re-posted the edit.
>>
>>144892110
>you can't write efficient code that's also easy to understand and modify
Human-friendly is probably the wrong way to describe code. It should be thought of as programmer-friendly, where in AGDG's case, the programmer is almost always (You).
>>
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What kind of software do you guys use to make your own music? chiptunes? piano?

I'm personally thinking of buying & hooking up a keyboard and just bashing buttons and editing it until it sounds nice, but have no idea what kind of programs are around
>>
>>144892170
Yeah but you can at least do it unconsciously, like "hey how about a game with XX feature" "dude, it's already been done" instead of "how about a game that's like X game but with Y feature from Z game"
>>
>>144892312

What kind of music do you want to make?

Software: Ableton Live is my personal choice (musician of some years now). A lot of people like FL Studio too.

Keyboard can work sure. You should speak more specifically about what you want to achieve though.
>>
Which of these is better:

>I have this mechanic, what kind of game can I make out of it?
>I have this idea for a kind of thing that would be exciting/challenging IRL. How can I best represent this in a video game?

Or do they both have upsides and downsides?
>>
>>144891928
google Earthbound
>>
>>144883869
Game?
>>
>>144892312
pxtone because of how easy it is to use.
>>
>>144891725

So you're saying that BMW is a shitty car manufacturer because they use circular wheels, which have been utilized for thousands of years because they work?

Shit man, we better all switch to square wheels
>>
>>144892740
The first is iteration while the second is creation.
>>
>>144890438
yeah you'll run out of ideas
>>
>>144892882

BMW is a shitty car manufacturer, though I agree with what you are saying.
>>
>>144892882
Why are 4chan users so shit at analogies?
>>
>>144892882
Where did I say that?
I said it's not original, not that it's bad.
>>
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>>144892330
>Yeah but you can at least do it unconsciously,

How do you make a game when you're knocked out?
>>
>>144893101

>posts a laughing gif
>doesn't know what unconscious means

wew
>>
>>144893101
I don't. Just like you when you're awake.
>>
>>144893071

who cares if something is original, if it's not good?

>>144893071

I'm sorry that it went over your head. Maybe you'd come at the conclusion of it doesn't fucking matter retard like the rest of us
>>
>>144893198
I think you meant subconsciously as opposed to unconsciously.

Lain poster was correct in their bants.
>>
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progress
not really..
>>
>>144893359

Incorrect
https://en.wikipedia.org/wiki/Unconscious_mind
>>
>>144893231
SAVAGE
>>
>>144893471
>using Unity for this kind of game
>>
>>144893259
The whole conversation started by saying that agdg games are stale.
>>
>>144892254
Warms my heart, anon!

>>144893471
I like it, reminds me of those colorful foam blocks you could build shit with as a kid.
>>
>>144893471
What's going on in this webm? It reminds me vaguely of antichamber
>>
>>144893471
>minecraft clone

le sigh
>>
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>>144892628
Something along the lines of:
https://www.youtube.com/watch?v=BA5WiJtleQs
https://www.youtube.com/watch?v=N0_DC5kjyn4
https://www.youtube.com/watch?v=NlWrzuZoL5Q
https://www.youtube.com/watch?v=uh1svF7sR68

>>144892865
Cheers I'll check all of it out
>>
>>144893835

>no game

le kek
>>
(You)
>>
>>144893762
I'm late to the conversation, but yeah not many people taking chances I feel like. Way more seem to have this idea of becoming a """"professional game developer"""" and so they want to do things right.

But if you are hoping to become a """"professional game developer"""" I have one thing to say to you:

HAHAHAHAHAHAHAHAHA
>>
>>144893971

>laughing at the dreams of others because he has none of his own

I have no intention of ever "going pro" but I think this is sad.
>>
new

>>144894384
>>144894384
>>144894384
>>
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>>144893950
DELETE THIS
>>
>>144891595
That looks really cool and warhammer 40kish.
>>
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>>144893804
>reminds me of those colorful foam blocks you could build shit with as a kid.
That's exactly what I'm aiming for.

>>144893835
Not at all, it'll be a Capture the Flag.

You can hold only one block at a time, and you can throw them in front of you. Some blocks are large enough to protect you from incoming projectiles too. If blocks fall on you, you die too so you cans et up traps and shit.

There will be bunkers, outposts and bridges all made with blocks, so the battlefield will become more and more chaotic as the game goes with more and more debris everywhere blocking paths but also serving as ammunition.

Also unlike minecraft, here some structures are unaltered by the player's actions (the white structures), like pillars supporting a bridge so if you destroy the "blocky" parts of the bridge you can still cross it jumping from pillar to pillar but it's harder.

The flags will be at a certain altitude so to reach it you'll have to pile up some blocks.
>>
>>144895401
I can already feel my toaster burning up with all dem physics.
>>
>>144892740

First for fun, second for simulation.
>>
>>144895401
>>144893471
the colors reminds me of Trove
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